z0w0 / helm

A functionally reactive game engine, with headgear to protect you from the headache of game development provided.
http://helm-engine.org/
MIT License
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Transition support in FRP.Helm.Animation #16

Closed z0w0 closed 11 years ago

z0w0 commented 11 years ago

There's an animation module now for animations that consist of a list of forms over time. But I think there should also be some concept of transitions in the same module, for simple things like pulsing transparency (glowing visible and invisible), moving left, etc. Bonus points for implementing these using automatons so that they can be logically combined.

veryrandomname commented 11 years ago

Would it be fine if the transitions were only over some number type class? I think multiplication and addition are kinda needed for smooth transition. I'm not excluding the possibility of building complex types out of these animated numbers.

z0w0 commented 11 years ago

It depends on the implementation. If that's how you end up doing it and works then go ahead. Would this allow for transitioning a tuple for e.g. positions?

veryrandomname commented 11 years ago

Yeah I hope to be able to create something like

Automaton Time ComplexType

which could then be turned into a

Signal ComplexType

with run. I was just wondering if there should be transitions over things like Bool, String whatever.

z0w0 commented 11 years ago

I think if people want transitions on things other than the obvious stuff like positions, opacity, color, etc. then they can implement that using automatons or regular signals themselves.

z0w0 commented 11 years ago

@veryrandomname why did you close your pull request. Didn't turn out how you would have liked?

veryrandomname commented 11 years ago

The function I wanted to commit was pretty useless. The transition would only occur once on program startup. I also want to make transition automatons which can be chained.

z0w0 commented 11 years ago

Ah ok. Looking forward to it.